Cybernetics, Bio-Tech, Robots, Androids and Others

Table of Contents

Table of Contents


Restrictive Locals

Computer Intrusion

Intrusion and Access.

Traveller Load-Out

Life Suit


AI Companions


Weak Dedicated AI

Non-Volitional AI

Volitional AI

How these are supposed to work:

Robot Customizations

Android (TL9-10)

Servant Android

Dancer Android (Doll Variant)

Hard-Worlder Robot

Battledress and Robot Vehicles


TL9 "Hardsuit"

TL10 "Flex Suit"

First Responder Battledress

ATV War Robot

ATV Robot Tank TL9

Shipyard Robot

Sample Cyber Load-Out

Military Grade Cyberware

SAMPLE Army-Cyber Load-Out

FULL Cyborgs

How this works.

Electronic Warfare

Electro Magnetic Pulse

Cybernetic Skills & Powers

Hacking and Intrusion

Traveller Ship Options

Range Wager System

Sample Characters


Uncle Ivan - The War-Veteran




GURPS is a registered trademark of Steve Jacksons Games. All the material here reference GURPS books (as you will note the pages), and what is found here is stuff i just made up and are not official.          

B - Basic Set

UT - Ultra Tech

ISW - Traveller

BT - Bio Tech


These are for players who are willing to put up with the details and hassle. As you will notice there is a lot of cost and point accounting, and you have to be clear with the GM. Its a lot of work, and its better if expectations are communicated before-hand.

Some more notes to Keep in mind.

  1. RAW acquisition rules – Acquiring Biomods in BT169 but I'm disregarding the rule for my own reasons. Feel free to choose that rule (and watch point Inflation go out of control!). There are economic forces when it comes to Money and Cost of Goods, not so much with points.  
  2. Costs – AI, Equipment, and Cybernetics can be bought through signature gear or starting wealth. This makes certain powers cheaper and accessible.
  3. Maintenance – Take note that after taking account of all the cost of all the hardware, all require annual maintenance worth 0.1% per year while those with “Maintenance” has to pay that same cost every maintenance routine.
  4. Limits – You can spend as much of your character's personal wealth in to his augmentations and have as much as 5 signature gear points allocated to augmentation.  

You can spend more points in signature gear for augmentation, as in character points equal to the cost of Organizational Rank, Patron, and/or spending on 5 points or 10 point Unusual Background. All of the sources of the augmentation should be noted. The GM can increase the price of Unusual Background for very extreme concepts that require more Signature Gear Points.

This serves as a way for the GM to shoe-horn a way for the character to be in the adventures even in more restrictive locals.  

Legal Class and Control Rating

  1. Control Box – A small box wide enough to plug into a character's neural jack, their Life Suit's neural jack extension, or robot's CPU jack. This is how many governments police outworlders and their uber-tech. TL10 0.5lbs $500 (which is a deposite made by characters for the device in the starport)
  1. What the control box really does is track visitors GPS and many give a powerful EMP pulse at the ready disposal of Law Enforcement. There are so many that these change system to system.
  2. Control Boxes can be hacked and rendered Inert by Characters with a SQUID (UT101) and Encryption in UT41. The service is worth about $500.
    Some complications are the result of the Control Box and a source of endless fun and player paranoia.  
  1. Possession – Techbot  or Android or Bioroid.


(Possession B76 100points; Digital Minds Only -40%; Mind Link Telecommunications Only -40%) 20 points

Mind Control 

(Mind Control B68 50 points; Digital Minds Only -40%; Telecommunications Only -20%; Puppet -40%) 10 points

Mind Probe 

(Mind Probe B69 30 points; Cybernetic Only -50%; Telecommunications Only -20%; ) 5 points

Dominance (Cyber Attack) 

(Dominance B50 20 points; Digital Minds Only -40%; Telecommunications Only -20%; Puppet -40%) 4 points

Computer Intrusion

There are computer Intrusion rules in Changing Times p.46  but I want

In my notes, a Complexity rating is a 1000 magnitude of FLOPS. I use Passmarks for Dialers but FLOPS is an open standard so I'm partial to that and many sci-fi follow FLOPS. Complexity 3 is 50x10^9 FLOPS (half way between 1999-2009 FLOPS $1000 USD computers), every Complexity up is x100 more.


Complexity 7 is about 50x10^17 FLOPS

Intrusion and Access.

  1. Interval 1 hour, for every complexity less or greater
  2. Must have 2 complexity greater than the target.  For every complexity less or greater the time factor increases or decreases by a factor of an interval by 10!  
  3. Quantum Computers (UT22-23) have a +5 complexity bonus for intrusion or counter intrusion.

Typically a TL10 tiny hardened quantum computer is used for encryption (Quantum Complexity 5). One requires Complexity 12 computer or Complexity 7 Quantum computer with intrusion software of the same complexity. It takes 1 hour to break in, and in that hour.

Quick Contest of Intruder IQ-5 with relevant skill vs Security Per with relevant skill (typically expertise: computer security), to be undetected in the attempt.  Typically you attempt to gain access to a weak point, like an employee/admin/owner account.


The type of access is limted to the circumstance and a lot of social-engineering to find the weakest unit and get their access.


Access gives you; -5 to make actions that require the defender a detection roll to notice. Once the jig is up, no need for this.  

Limited -5. This is the most basic, of access.

Easiest way is to give a Denial of Service attack (TDM+5, to offset the -5 limited access). Quick Contest  (defender has +5), margin of success is number of hours the system is down.  

User Access -0. You can make a DoS attack but the Admin don't have the +5 bonus against you.  

Admin Access -0. Its easy to crash this system from here an opposed roll -5 to the defending admin. Locking out all the other admins is a greater challenge at +5 (assumes the admin spent Extra Time x30 to Set up countermeasures) to the defending admin who have home field advantage and all their other back up systems to draw on.  


Defenders relevant Talent Applies.

Equipment Bond

Equipment or Tool Bonuses.

Extra time (typically this is assumed, x30 to set up defensive counter measures of course a New System doesn’t have this).

-5 to attacker if doing reconnaissance in stealth.

Note that Input Methods are crucial, character with neural interface can input and receive data much faster. Arbitrarily set to a -4 difference penalty for the one not using Neural Interface.

Intervals can be in Minutes (Abritrary)


Typically ships, banks, and valuables have a powerful hardened quantum micro-frames to mainframe computer and up (TL10 security complexity of 15 or complexity 16). It would take a Mega Quantum Computer an hour to break into the microframe and 10-hours to break into the mainframe.  

Megacorps have Mega-Frame Quantum computers which serve as their security and security AI.

Traveller Load-Out

Life Suit

Life Suit is an all purpose powered environmental suit worn constantly allowing humans to have their biological funcitons out of the way as well as being able to ready in emergencies and set foot on


Record all equipment costs.

B485 UT14

Robots and maintenance. It costs the total price x 0.002 UT per maintenance visit.  

AI Companions

This is the notes I've compiled. Basically I found it a head ache to reference Transhuman Space, Transhuman Space: Changing Times, Ultra Tech, and Basic so instead I build Templates from scratch. You will see why this is a massive head ache. This will be part of the Sample Characters I'm creating for the Instant Crew. their Equipment is SMART so I ended up dealing with this kind of detail. Once all the notes are done and consolidated I can draw from this in the future. 


Social Stigma (Valued Property)

AI customization notes. You cannot buy-off the packages and these packages are considered the default per AI. Additional points to raise ability scores from the default packages

Common Customized Powers


A Sentient but often Non-Sapient AI. Basically a Smart Tool and used for a Smart Tool. Note that this AI cannot have an IQ greater than 6.

Drone AI Metatrait 


Weak Dedicated AI 

(WDAI) – A more sophisticated “Smart Tool”, but unable to learn on its own and perceive greater layers of context and nuance (Cannot Learn). This is made up of the mentality traits in B263 AI, Automaton with Cannot Learn and as an AI gets really buggy and outdated quickly (Short Life Span). The only way it would learn if it was “reprogrammed” with new input.

Jobs and WDAI. WDAI are the best tools, they are incredibly easy to use.  As smart tools, one does not need the proper skill to use them, WDAI can  simply follow instruction and work based on their inherent IQ and the skills they may possess.    

Example-1. TL10 Fast Tiny Computer (Complexity 6) used on a Life Suit can have an IQ 12 and various skills like electronics repair etc... the AI will coordinate and control repair swarms or the techbots when repairing itself. It will adjust itself as quickly and skillfully its settings for an unskilled user, going as far as being able to detect comfort levels. Its Intelligence allows it to optimize performance and re-allocate resources to best suit its tasks.  

Example-2. TL10 WDAI and Microframe (Complexity 8) can have an IQ of 16 and can do amazing things if the software allows for it, like self-diagnosis (diagnosis and treating oneself suffers many penalties), etc... its disadvantages are offset by its very high IQ (-3 from Automaton etc...) but it cannot Learn and over time while used it will degrade and have errors.  

Weak Dedicated AI Metatrait.  

In Complexity-10 Computer a Weak Dedicated AI can have an IQ20, NVAI IQ16, VAI IQ14, and run a Mind Emulation of creatures with a racial average of 10.  

A WDAI at IQ20 with all its penalties can perform despite its tons of social penalties. It is an “awkward” individual and comes to its decisions through raw computing. Even with all its low-empathy faults (-6 from low empathy, -3 for lack of familiarity) but armed with basic social skills (savoir-faire servant, body language, literature or current affairs, linguistics) it can prove to be as engaging and responsive as more “sapient” AIs.

To intentionally lower the IQ is to lower its complexity and costs. A WDAI at Complexity 10 is very expensive at $30k bas and +$30k per CF+1 (every 20cp). A 100cp easily runs up to $180k etc...  

Non-Volitional AI

Self Aware and Sapient, but burdened by the extra processing and complexity of this. Unlike Weak Dedicated AI, NVAI can learn and even evolve to be Volitional AI (buy more sophisticated programming see UT29 software customization rules) and Sophont but after overcoming many challenges.  Social bacground and NVAI. NVAI have a social background and default languages.

Jobs and NVAI. NVAI needs far less supervision than WDAI, its ability to learn means it can adapt to situations and subtleties in context. GM can allow them to take over non-critical tasks like serve as low-sklled labor.

NVAI Customization notes. The program does degrade over time, older models are valued only if they survived to correct themselves and over time become Volitional AI or they have acquired many bugs in the course of their human lengthen lifespan see B154. Older NVAI would have bought off some of the Automaton Disadvantages and taken Longevity (B66) or Extended Lifespan (B53),

Non-Volitional AI Mentality Template


Volitional AI 

Sapient and has an advantage from various optimized processes from an evolved brain, with its random baggage. The GM should encourage players to give Quirks to their Software AI.  

Social bacground and VAI. NVAI have a social background and default languages.

VAI and Jobs - If they meet the skills requirement they are as-good as other Sophonts.  Such AI makes base-line and unaugmented humans obsolete. Still they are limited by their hardware, the economy, state/laws, and the majority of organic population that hold the power.  

Volitional AI Mentality Template

Mind Emulation

Cyborg Brain – More sophisticated Intrusion is needed to

How these are supposed to work

These are AI templates based on the rules how to customize an AI Software in the Purchasing Machines: AI Software UT29 and all the rules in UT and Basic Set: Characters. This is purely Software so you can apply it on a computer that can be small enough for a Computer Implant (Implanted Digital Mind) UT217 or serve as a Robot or Android Brain. 

Note that The Accessory Perk note on the android Limits the Size of the computer you can use on a robot. Combat Android and a Warbot can have a Microframe while an Android can only have a Medium/Personal Computer. Some conflicts in the rules which can be handwaved (like that only robots that can have enough space for a Microframe allowed to house a Cyberbrain, life-support and nervous system. Handwave!)

Point Defense WDAI

TL10 Complexity 7

 495 points / $25,750 (Cost Factor 22.75)

The Point Defense AI can attack 3 targets that are headed to the PC. Shooting a 10mm round is SM-10.

Companion VAI

TL10 Complexity 7 COMPANION VAI

 265 points / $14,250 (Cost Factor 14.25)

Tutor VAI

TL10 Complexity-7

 455 points / $23,750 (CF 19.75)

Body Guard VAI

TL10 Complexity-7 BODY GUARD VAI

 405 points / $21,250

Administrative VAI

TL10 Complexity-8

 1145 points / $174,750 (CF 58.25)

Robot Customizations


Robot Costs

Robots have a Base Cost of 10,000 for TL9 and 7,000 for TL10. Every additional points spent increase the cost by 5%

Smaller and Larger Robots.

Since doubling the size increase the weight factor by 8, increasing the size by 50% or SM+1 or reducing it by 1/3 SM-1 is factors of 2.8.

Android (TL9-10)

Servant Android

105 points / $45,992 (Cost Factor 6.25)

150lbs, 2D/24hrs. LC4

Attribute Modifiers [20]:  HT+2 [20].

Secondary Characteristic Modifiers [20]: HP+10 [20].

Advantages [98]: Lifting Strength +5 [15]; Doesn’t Breathe [20]; DR 2 [10]; Machine [25]; Payload 3 (13.5lbs; Stores extra 2D powercells) [3]; Protected Vision [5]; Radio (Burst, +30%; Secure, +20%) [15]; Reduced Consumption 2 [4].

Perk: Accessories (Medium computer brain) [1].

Disadvantages [-33]: Electrical [-20]; Restricted Diet (Very Common, power cells) [-10]; Maintenance (one person, bi-weekly) [-3].

Dancer Android (Doll Variant)

160 points / $67,700

150lbs, 2D/24hrs. LC4

Attribute Modifiers [80]:  DX+2 [40]; HT+4 [40].

Secondary Characteristic Modifiers [20]: HP+10 [20].

Advantages [93]: Appearance: Handsome [15]; Doesn’t Breathe [20]; DR 2 [10]; Machine [25]; Payload 2 [2]; Protected Vision [5]; Radio (Burst, +30%; Secure, +20%) [15].

Perk: Accessories (Medium computer brain) [1].

Disadvantages [-33]: Electrical [-20]; Restricted Diet (Very Common, power cells) [-10]; Add  Maintenance (one person, bi-weekly) [-3].

Hard-Worlder Robot

418 points / $165,000

400lbs, 2E/24hrs. LC4

This android is for hard labor in very difficult or dangerous worlds.

Attribute Modifiers [140]:  ST+10 (-10% SM+1) [90]; HT+5 [50].

Secondary Characteristic Modifiers [20]: SM+1; HP+10 (-10% SM+2) [18].

Advantages [260]: Doesn’t Breathe [20]; DR 30 (Cannot Wear Armor -40%) [90]; Machine [25]; Payload 2 [2]; Protected Vision [5]; Pressure Support 3 [15]; Temperature Tolerance (-55F to 1050F) [70]; Radio (Burst, +30%; Secure, +20%) [15]; Scanning Sense (Imaging Radar) [20].

Perk: Accessories (Microframe computer brain) [1].

Disadvantages [-33]: Electrical [-20]; Restricted Diet (Very Common, power cells) [-10]; Add  Maintenance (one person, bi-weekly) [-3]; Fragile [-15].

Battledress and Robot Vehicles

Hardsuit TL9

Flex Suit TL10

First Responder Battledress

ATV Cycle Variable Urban Warfare Heavy Battle Dress

599 points / $235,000

1040lbs, 2E/24hrs. LC2

This battledress is designed for high conflict urban areas (like Hive worlds), allowing militarized law enforcement to bring a heavy battledress to a conflict zone independent of any special carrying vehicles and first respondents to have a battledress on the ready when matters escalate.

Transforms into an Armored Heavy ATV Quad-Bike (loses legs, Broad wheels). Payload can accommodate an armored rider of 224lbs and the 2 E-cell batteries 40lbs.  

Attribute Modifiers [160]: ST+15 (Size, -20%) [120]; DX+2 [40].

Secondary Characteristic Modifiers [49]: SM+2; HP+15 (Size, -20%) [24]; Per+5 [25]

Advantages [423]: Lifting ST +15 (Size, -20%) [36]; Extra Arms 3 (Weapon Mount, -80%) [6]; Hyperspectral Vision [25]; Machine [25]; Payload 9 (Passenger) [9]; Protected Senses (Hearing, Vision) [10]; Radiation Tolerance 5 [10]; Sealed [15]. DR 50 (Cannot wear armor,

-40%) [150]; Reduced Consumption 2 [4], and Telescopic Vision 1 [5]; Alternate Form [ (No Legs (Wheeled; B145)[-20]; Ground Speed 2 ( ground speed 2 x4 speed 40 points; +2 levels but road only x16 20 points) [51]; Compartmentalized Mind (Controls for one) [25]; Accessories (Medium Computer) [1].

Disadvantages [-33]: Electrical [-20]; Restricted Diet (Very Common, E cell) [-10]; Maintenance (one person, bi-weekly) [-3].


Hnd/SR +1/3


Move 5/80 on the road (20 off-road)

Lwt 0.66

Ewt 0.5

SM +2

Occ 1

DR 50  

Range 4340 (Can carry extra 2x E-cells for double range)

Cost $235K


Typically armed with following:  

Other Options (SM+2, x5)

ATV War Robot

745 points / $320,000

4200lbs, 1F/36hrs. LC1

An anti-personnel Heavy Powered Armor, cable of moving quickly on the battlefield. Each leg ends with ATV-heavy tires.


Attribute Modifiers [215]: ST35 (Size, -30%) [175]; DX+2 [40].

Secondary Characteristic Modifiers [60]: SM+3; HP+25 (Size,

-30%) [35]; Per+5 [25].

Advantages [523]: Lifting ST +35 (Size, -30%; 720lbs) [74]; Extra Arms 4 (Weapon Mount, -80%) [8]; Hyperspectral Vision [25]; Machine [25]; Payload 10 (720lbs) [10]; Protected Senses (Hearing, Vision) [10]; Radiation Tolerance 5 [10]; Sealed [15]; DR 75 (Cannot wear armor,-40%) [225], Reduced Consumption 2 [4], and Telescopic Vision 1 [5]; Ground Speed 4  [80]; Extra Legs 2 [10]; Compartmentalized Mind (Controls for one) [25]; Accessories (Microframe) [1].

Disadvantages [-33]: Electrical [-20]; Restricted Diet (Very Common, E cell) [-10], Maintenance (one person, bi-weekly) [-3],

HP/ST 60

Hnd/SR +0/4


Move 5/80 on the road (20 off-road)

Lwt 2.1

Ewt 1.45

SM +3

Occ 1

DR 75  

Range 6480

Cost $275K


Typically armed with: 

Other Options (SM+3, x10)

ATV Robot Tank TL9

2335 points / $980,000

27 tons, 5F/24hrs. LC1

A Tank with four legs, each with heavy ATV tires allowing a combination of dexterous leg movement and “skating” to allow the Robot Tank to navigate most terrain.


Attribute Modifiers [425]: ST75 (Size, -50%) [325]; DX+2 [40]; HT16 [60]

Secondary Characteristic Modifiers [100]: SM+5; HP+75 (Size,

-50%) [75]; Per+5 [25].

Advantages [1843]: Lifting ST +75 (Size, -50%; BL 4,500lbs) [113]; Extra Arms 5 (Weapon Mount, -80%) [10]; Hyperspectral Vision [25]; Machine [25]; Payload 10 [10]; Protected Senses (Hearing, Vision) [10]; Radiation Tolerance 5 [10]; Sealed [15]; DR 500 (Cannot wear armor,-40%) [1500], Reduced Consumption 2 [4], and Telescopic Vision 1 [5]; Ground Speed 4  [80]; Extra Legs 2 [10]; Compartmentalized Mind (Controls for one) [25]; Accessories (Microframe) [1].

Disadvantages [-33]: Electrical [-20]; Restricted Diet (Very Common, E cell) [-10], Maintenance (one person, bi-weekly) [-3],

HP/ST 150

Hnd/SR +0/6


Move 5/80 on the road (20 off-road)

Lwt 13.5

Ewt 11

SM +5

Occ 1

DR 500

Range 6480

Cost $980K


Typically armed with following:  

Other Options (SM+5, x50)

Shipyard Robot

2150 points / $910,000

100 tons, 5F/24hrs. LC1

Double the size of the ATV War Robot.  


Attribute Modifiers [290]: ST 180 (Size, -70%) [250]; DX+2 [40].

Secondary Characteristic Modifiers [80]: SM+7; HP+55 (Size,

-50%) [55]; Per+5 [25].

Advantages [1813]: Lifting ST +55 (Size, -50%) [83]; Extra Arms 5 (Weapon Mount, -80%) [10]; Hyperspectral Vision [25]; Machine [25]; Payload 10 [10]; Protected Senses (Hearing, Vision) [10]; Radiation Tolerance 5 [10]; Sealed [15]; DR 500 (Cannot wear armor,-40%) [1500], Reduced Consumption 2 [4], and Telescopic Vision 1 [5]; Ground Speed 4  [80]; Extra Legs 2 [10]; Compartmentalized Mind (Controls for one) [25]; Accessories (Microframe) [1].

Disadvantages [-33]: Electrical [-20]; Restricted Diet (Very Common, E cell) [-10], Maintenance (one person, bi-weekly) [-3],

HP/ST 150

Hnd/SR +0/6


Move 5/80 on the road (20 off-road)

Lwt 13.5

Ewt 11

SM +5

Occ 1

DR 500

Range 6480

Cost $910K


Sample Cyber Load-Out

Assume TL10. This is based on the typical professional load out in Ghost in the Shell.  

Basic Loadout

$200 Biomonitor Implant

$8,950 Computer Implant

$5,000 Neural Jack

$6,000 Wireless Neural interface

$85,000 Cognitive Enhancement

$105,150 Total

Bionic Eyes $10,000 + $20,000 UT209

Thermal Imaging Eyes TL10 $8,000 + $20,000 procedure UT214

Eye Upgrades  

Telecommunications: Laser Comm 15cp (-20% electrical) B91,

Laser-Retinal imaging +$1,000 to Cybernetic Eyes feature. UT44

Legs, Arm and Hand UT209

Military Grade Cyberware

SAMPLE Army-Cyber Load-Out

$200 Biomonitor Implant

$8,950 Computer Implant

$5,000 Neural Jack

$6,000 Wireless Neural interface

$85,000 Cognitive Enhancement

Total is $517,150

which requires 21cp of signature gear and 3 Miltiary Rank (army or marine) 36cp total.

FULL Cyborgs

Consider the Limitations of Cybernetics Purchases through Signature gear. the same resources are used to purchase Android or Robot Bodies.

How this works.

Step 1 Take the Cyborg Brain Lense 0 points. in UT27. Dont forget to count the Cyberization cost of $40,000 plus $10,000 procedure at UT219

Step 2 Use your Signature Gear, Rank, Wealth, and Unusual background to have funds to buy the Robot Bodies found in UT41 and UT167.

Step 2.1. Apply the Biomorphic Lenses Cash Cost found in UT28.

Step 2.2. If you want to have additional powers and stats beyond the RAW template you have to buy it using Character points instead of purchasing it. if you need a cash value reference its $5,000 per CP of physical upgrades to the character.

Step 3. Get your skills and professional advantages.  

Notes on Robot Bodies.

  1. Ignore and Remove any Mental Advantages in the Android or Robot Body Template or Lense. Ex. Enhanced Time Sense, Combat Reflex, etc...
  2. Sensors and Perception based advantages are fine like Night Vision, Infravision, Ultra Hearing,  


Electronic Warfare

EMP and Jammers

Electro Magnetic Pulse

EMP Modifiers. In UT157, the Yards radius greater than 1 modifies the HT-8 resistance rolls. For every increase of radius the penalty becomes more severe by one. So a 100mm EMP warhead is HT-12. The Size of the Target and the Shielding modifies the odds of the EMP success, a Ship with a Size+9 modifies their HT roll vs the EMP and for every level of shielded/hardened (x2 cost and x2 weight) adds +3 to the HT roll. Most ships are shielded at default.

EMP Ship Warfare.

200mm EMP Warheads are single use and fire directional Microwave Disruptors (UT121). They fire their directional EMP burst as close as they can get to ship right before point defense can shoot them down.

Sand Casters can disrupt these Attack, reducing the effectivity by 3 for every sand cast that successfully counter the attack. .


200mm EMP Warhead would give a directional HT-13 roll to its target or roll



Size Modifier of the Target

Hardened or Shielded +3

Redundancy – roll for each redundancy

Effects. EMPs disrupt Point Defense or Beam Attacks supporting electronics. For every Margin of Failure there is a -2 penalty to hit the target. Critical EMP Hits  


Expendable Jammer UT157

Cybernetic Skills & Powers

Hacking and Intrusion

Step 1: Intercept

Before any hacking or decryption, first there should be interception. This means getting inside a secure facility's cable box or network node or tapping the a wire; or being able to

Telecommunications Securing and Intercept Task 

Electronics Operations (Communications) is used to secure or intercept a communications. Interval is 1 minute per attempt to intercept and secure. Telecom Equipment with the secure feature (if none, +20% to the cash or cp cost see UT31) can be preppared ahead of time to be more resistant to eaves dropping with more complex/sophisticated frequency shifting. TDM for Extra Time can be used and use the Margin of Success as the Penalty to Intercept secure Telecomm.

Example. Telecom Operator has Skill-12, and spends 30 minutes to program a sophisticated frequency pattern for a +5 modifier to the roll. On a roll of 9, the margin of success is 8. -8 TDM to intercept this communication.  

Laser Comm Intercept.

It is possible to intercept Laser-Comm when in the position to observe the beam, but since this is not the ideal angle there is a -9 penalty to extrapolate the data communicated in this way. Use the 1 minute interval for an Intercept.  

Hardline Intercept.

This is a matter of intrussion, but after the hardware is in place a Electronics Operation Communicationis check is made to prevent detection of eaves dropping. Circumstance modifiers affet this roll depending at what point the character is able to access.  

SQUID as a Warhead (UT100)

A warhead that successfully makes contact and hits the right spot and able to return a laser Comm communication to the ship of origin, can allow

$25,000 warhead for 100mm

$75,000 warhead for 200mm


Encryption UT46-47

Breaking encryption allows you to listen and participate in the communications within system, and from there even hack into the system.

It takes one hour for a computer with a Basic Intrusion Program (UT47, Decryption Program TL9 Complexity-2 $500) and Database to brute force attack and decrypt another computer that has the same level complexity against its most basic and rudimentary encryption.

For every complexity of difference, the time it takes to decrypt or intrude is increased by a factor of 10. Quantum Computers have a +5 to complexity for only these purposes of encryption and decryption. Because of such a

great advantage they are usually made into encryption chips UT47


You can only try to decrypt when you can get into the communication loop. If there is wireless coordination, this is easy except when it uses laser communication.  If a system is communicating via hard line, then you need hard line access to the system.  

An encryption chip is typically a Tiny Quantum Computer of $500 and 0.05lbs (typically Complexity 3 at TL9, Complexity 5 at TL10). Its possible to use a more powerful computer.  

Basic Intrusion/Decryption software follow the rules in UT25. Typically it is a Complexity 10 at TL9 ($300,000) or 12 at TL10 ($300,000) software (The Basic Intrusion soft+1 quality bonus to Cryptography Complexity 2 (UT47) supplemental intrusion aids.  

Quantum Computers (UT23)  

Cryptography (B186)

Mathematics (Cryptology)

B193 Expertise (Computer Security) can stand in for Cryptography

Ex. an encryption chip i


Mind Control

Mind Probe


Hackers will have access to Macroframe Computers, shared with other hackers, ship's redundant computers,

To foil this, many systems have signal jammers that prevent radio access to the the Macroframe Intrusion Computer

You can't use warheads that need to make contact on target, like in honorverse with Point Defense, missiles are a delivery method for more accurate beam attacks. These Beam weapons are not limited to Radiation, Lasers, Particle Weapons, but also include Microwave Disruptors in UT121.

So missiles fire single shot beams getting close enough to the target... these beams have various effects and lethality. the farther the target the more precision the equipment and the beam needs, not to mention the microsecond lag at ranges so extreme. At a certain ranges a beam can pretty much hit its target because some beams have a wider cone of effect while others to still be effective requires a tighter focused beam. For the purposes of simplicity EMP or Microwave Disruptors do not require a beam so focused while Lasers do. since their delivery and aiming method can pretty be the same, lasers need to get closers and EMPs don't need to be.

So the Practice is that A cluster of Missiles are Launched, one of them has a Laser Head (taken from Honorverse) and the other Missiles are "Penetration Aids" (again from Honorverse) which are basically directional EMPs that try to target Turret and Point Defense Systems.

In GURPS Traveller Ship Combat, the Penetration Aids activate much earlier firing directional EMP bursts at Point Defense Turrets. Ships can try to shoot down the Pen. Aids but at a higher penalty because of the greater ranged. Pentration Aids are fired right before they enter Point Defense Range at 0 hex in ISW226 if we use Microwave Disruptor Stats for the Tactical Disruptor (UT121) with the Maximum Aim of +2, Accuracy 18, +5 from all the technological targeting and Aiming Aids  (+3 from Enhanced Targeting Systems in UT149, and Best Quality Targeting Software in UT149-150 of +2) there is a -15 to hit the target offset only by the Targets Size Modifier and rolled using Electronic Operations EW or Artillery or Gunner. This shot can be timed earlier or later, but note that  what every the range penalties the defender gets a Point-Defense Shot before the laser fires.

Since the Missiles are Coordinating to make an opening and the most accurate lasers have a ROF 1/minute its about overwhelming the Point Defense, PD. Its not hard to imagine why some ships have extra firing controls to allow missiles to be maneuvered in a way that they can Triple their volley and overwhelm PD. It boils down to simple math: more missiles than PD lasers means the only chance is that the laser has to to shoot early and attempt to whittle down the missiles when they are hexes away vs -2SM targets.

Point Defense Lasers in UT116 are not as accurate as the on in ISW Laser Turrets which have an Acc+32 (TL10 Pulse/Beam Laser), even with all the electronic aids and maximum aim (+7 see above) there is a 7 point difference in accuracy (-7 check) BUT you can still attempt to shoot at all the missiles when they get to Point Defense Range or -17 at the edge of point defense range. PD lasers in UT116 is shooting at -17 while laser turrets  


In light of this civilian ships has no chance, but Ships with Missile Deflectors will find the missiles not trying to make Contact but Firing early. The load out of the missiles can vary - one can try to shoot a Ballistic Attack.

I've allowed Larger and Larger missiles that have the ability to overcome the Missile Repulsors (ISW227) but not to make contact but to "Tag" an enemy ship with Micro-machine Swarm payloads designed to soften up the target. Armor slows this payload down, but doesnt really stop them effectively. unless the ship finds a way to get rid of this early enough, the Microbot Swarm will try to infect the ship and give the Defending ships micro-bot Immune system's a hard time.

Related to my Long Night Article, what if Meson Technology was Lost and the Doctrine of "Poisoning other ships with Ballistically Launched kinetic payload rounds


Dodging - Evasive maneuver is a very sophisticated cypher of movement variables that will try to overwhelmed basic Targeting and Firing principles. The ship is moving not in a straight line but in a complicated zigzag pattern that gives targetting compters a hard time from predicting, its still a DX based skill because there are so many Evasion variables timing is a matter of DX or Per to implement them. Fine Manual Dexterity is a modifier.

Aiming - With Evasion Patterns, Gunners input sophisticated programs in the proper timing to hit. Fine manual dexterity helps here.

Neural Interface - pros, +2 to control checks (all physical advantages like Fine Manual Dexterity still applies in this Virtual Interface), when the ship's software makes an HT roll against Micro-bot intrusion and viruses, the person interfaced needs to roll right along with the ship. Not so much as to get the virus, but the system shock of all that conflict and him/her getting caught in the middle of it. Failed roll is that he is kicked out of the system and shock penalty of -4, critical fail is kicked out and  stunned for minutes equal to margin of failure.

EMP affects all this because the right hit can affect the performance of a maneuver drive, sensor system or the bridge.

Sand Casters - The All-purpose Ablative Material called sand is an all-purpose EM counter measure. It can block most attacks, and even be used to shoot down Missiles prior to them entering critical ranges.  

All turrets. I imagine the ship spinning as it defends, allowing all Turrets a chance to face the threat.

UV Lasers UT115

x3 Range, Damage Half

Enhanced Targeting System

TL9-10 is +3 $8000 2lbs

Targeting Software (TL9) UT149-150

Complexity 3 (+1 skill) or Complexity 4 (+2 skill), Cost x5 LC2

Targeting with Active Sensors

doubles the accuracy.

Autocannon 25mmCL with RoF fires 480 rounds a minute. A +8

UT weapons vs ISW beam weapons.

because of active sensor lock, UT beam weapons have Acc36 vs Acc32 of ISW

UT beam weapons from TL9-10 cannot make the ranges of ISW beam weapons.

Even if UT beam weapons are more accurate. you need special rules that increase the power output of the UT beam weapons. typically increase the range, and damage by a factor of their total Shots. Ex, 100 shots increase the range and damage by 10.

You will need to take more laser options like Pulse and Blue-Green laser to increase the range to x6.  

Example Area Defense Laser UT116

Point defense engage in Range -30 or 100 miles according to B550.

Bream warheads can engage beyond 100miles, giving Point defense problems.

UT and ISW have differing Accuracy Rules and Standards.

Repulsor Array mechanics have to be defined.  

200m Beam War Heads options.

Instead of an explosion, this warhead fires a single shot depleting its entire load in a directional beam attack. 200mm warhead can hold 100lbs beam warhead with space for articulation and targetting instruments.

Take the Very Heavy Laser (70lbs) and assume 30lbs (or 30%) worth of capacitors and increase the damage by the same factor the 30lbs of capacitors/batteries increase the damage and range output by the square root of the shots. Resolve using the "Ramming" rules in ISW224 during the Point Defense and Missile Phase. Basically Missile Controller tries to shoot at a certain range which determines the attack penalties and bonuses to hit the missile vs the ship.



Semi-Portable Pulse Blue Green Laser beam Warhead (UT116) in Acc18 dDmg 3d(2) range is 50mi/153mi range (outside the 100mi Point defense range; x10 range and power for single shot, x2 range for pulse, x3 range for blue green) for dDmg 1d+2(2) damage. It uses an E battery UT19.

At 150mi -31 range penalty to hit with 36 a net +5 to hit for dDmg 3d. $57,000 missile. your paying for x8 the missile cost of a regular HE missile but Point Defense has a -12 to hit it and sand casters can better defend against it.



Tactical Disruptor War Head. The Tactical disruptor in UT121 can fit a 200mm and space enough for an E cell battery (+2000 to the cost UT19). The costs even out since its one shot, but designed to fit into a warhead, so treat the cost as the same. Burning all its load out in one shot increases its range by 22 to 8mi/16mi and the intensity of the Tactical Disruptor has a HT-26 modifier (x22 to the power doubled 3 times) vs size modifier.        

Size Modifiers

Aresenal is a complicated topic of disucssion.

Size modifiers UT16

Traveller Ship Options

Range Wager System

Expanding the ISW219 ship combat rules.

During the Movement Phase. When a ship is within the same hex of another ship/drone/missile, the captain declares their manuever. He details if they will attempt to keep a certain distance.

Those maneuvering to attack, make a Quick Contest piloting check against the opposing pilot or ship (see Piloting Modifiers), has an opportunity to engage.

A Crockett (ISW205) is trying to engage an Ilken (ISW205), the Crocket has 1G for a +2 to piloting over the Ilken with a Pilot skill-11, but the Ilken has an ace pilot with skill-15. In a quick contest the Crocket has a margin of 4 vs the Ilken's margin of 2. At a success of 2.


The one who takes the most penalty (shooting from the farthest range),

gets to attempt to shoot first during the Direct Fire Phase. When there is multiple opponents order of shooting is by farthers to shoot to the closest.

The one who takes the most penalty (shooting from the farthest range), gets to attempt to shoot first during the Direct Fire Phase.

Point-Defense and Missile Phase

Beam Weapons can engage in Point-Defenses within their Max Range up a number of Light Seconds

Kinetic Energy Weapons can engage in Point-Defense within their Half Range. Example

Piloting Roll Modifiers.

When they are chasing each other for every Accel greater by 1, +2 to the Piloting Quick Contest during the Movement Phase.

Near Head-on tragectory Accel greater by 1, +1 to the Piloting Quick Contest during the Movement Phase.  

ISW223 RoF20 which gives a +3 to hit but suffers a Malf-14 (see overheating UT133). You can lower the RoF by half for +2 to hit for normal malf. If you hot-shoot at Full RoF  


Commited Attack

Standard Attack

Defensive Attack


Move Only

2 hexes away +6 to hit.

Active Sensor targetting

The Ilken has the option to engage, with the Crocket having initative or continue to retreat.

Ilken Engaged. Direct Fire Phase – The  Crocket has Initiative and fires 2 X-ray laser cannon hotshoting for 4d(5) but with a malf-14. At 4 hexes away,    

Ilken Retreated.

B550 for the other ranges.  

-30 100 miles

-31 150 miles

-32 200 miles

-33 300 miles

-34 500 miles

-35 700 miles

-36 1,000 miles

-37 1,500 miles

-38 2,000 miles

-39 3,000 miles

-40 5,000 miles (within the same hex)

-41 7,000 miles (within the same hex)

-42 10,000miles (1 hex away)

Bulk is Size of the Weapon reduced by 5.

8” pistol is -6 or Bulk -3

35” AK is -2 Bulk -4


Bulk -10 is  

C TL7 4amps


TL9 TL10

A 10amp / 100amp 1.5




F / 10,000,000amp  

60 dice or 60Mj per second.

Stregth Requirement is determined by BL

Take Mass in Lbs


Bulk is

-3 is size -6

Laser Damage Dice = ( (Kj per shot)^(1/2) )*0.5*(TL efficiency)

TL first introduced 1.3,

How long it takes to recharge a battery or capacitor.


TL10 SM+4 Strike Laser w/ Gravitic Focus 1


TL10 SM+4 Laser Cannon w/ Gravitic Focus 1

TL10 SM+6 Laser Cannon w/ Gravitic Focus 1


TL11  SM+1 Laser Cannon w/ Gravitic Focus 2

TL11  SM+1 X-Ray Laser Cannon w/ Gravitic Focus 1

TL11  SM+0 X-Ray Strike Laser w/ Gravitic Focus 1

TL12  SM+1 Gamma-Ray Laser Cannon w/ Gravitic Focus 1

TL12  SM+1 Gamma-Ray Strike Laser w/ Gravitic Focus 1

TL11 SM+1 AntiParticle Cannon  w/ Gravitic Focus 2

TL10 APHEX ETK 25mm Assault Cannon

TL10 APHEX ETK 100mm Tank Cannon

TL10 APHEX ETK 25mm Assault Cannon

TL10 ETK 40mm Railgun

TL10 ETK 100mm Railgun

TL10 MLAWS 200mm (x2.8 for 100mm x8 for 200m x16 for 500mm)  

64mm > 100mm x3

200mm = x22.4 or x4.7 to damage.

500mm = x180 or x13 to damage.

TL12 Blaster Canon 5dx2(5) burn, sur

TL11 Antiparticle Cannon 8d cr ex

TL12 Antiparticle Cannon 8dx2 cr ex

TL11 Fusion Cannon 4dx5(2) cr

Ghost Particle beam

Gravitic Focus TL10^ x10 range but half the damage and doubles weapon cost. .

Sample Characters

Uncle Ivan - The War-Veteran

Intelligence Officer's brain got switched with a famous war-veteran nick-named “Uncle Ivan”. The cyber brain was of an Intelligence expert who stands trial for treason for his conscientious dissent, named Ginnam Yeldrab.  Terrorists are blamed for the mixup in internall  memos and for the opportunity for Ginnam from escaping. Despite it being Ginnam, Uncle Ivan's personal heraldry colors and military awards is what can be found in the Robot Tank. It was highly publicized that he was going to be given this legendary role as fighting tank, and it was never leaked into the public who it really is, but they are trying to get Uncle Ivan.

Uncle Ivan's cyberbrain was installed in a 100 year old 20,000dton Heavy Cruiser that was for retirement in a colonial defense force but has gone rogue and MIA.  He is inspired by Adrian Carton de Wiart a no holds barred soldier and hero. Inspiring and heroic, he has callously reprogrammed the AI's under him to be more sapient and drawn to his mindset and heroic ideal.  

135/250 points

Attribute Modifiers [40]: ST [0]; DX  [0]; IQ12 [40]; HT16 [ 0].

Secondary Characteristic [0]: BL320lbs (Lifting Strength 40); SM+5; HP40 (Size, -30%) [0]; Per17 [0]; Will12[10]; SPD 6.25; Move 6 [0].

Racial Template (Rogue Combat Cyborg) [100] 

Augmentation []: 

Basic Loadout

Advantages [80]: 

Disadvantages [-50]: 


Primary Skills [14]: 

Secondary Skills [24]:

Background Skills [10]:

Heavy MG 25x137mm dDmg 5d-1 pi++ Acc 6+3 4,800/6,600 244/38lbs ROF 3 Shots10 Bulk-11 Rcl $120,000 (HT138)



Basic Ammo WPS 1.1lb, CPS $15

Basic Box Mag $450+50 for the mag, 38lbs

APDS 6d(2) pi++  

APDS Box Mag $2250+50, 38lbs

APEP 5d-1(3)

APEP Box Mag $4500+50 for the mag, 38lbs

Availability: $200,000,

1,000 lbs. plus the cost of

its brain. LC2.